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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "vortwarp_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( VortWarp, VortWarp_dx8 )
float QuadraticBezier( float t, float A, float B, float C ) { return Lerp( t, Lerp( t, A, B ), Lerp( t, B, C ) ); }
float CubicBezier( float t, float A, float B, float C, float D ) { return QuadraticBezier( t, Lerp( t, A, B ), Lerp( t, B, C ), Lerp( t, C, D ) ); }
BEGIN_VS_SHADER( VortWarp_dx8, "Help for VortWarp_dx8" ) BEGIN_SHADER_PARAMS SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" ) SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
SHADER_PARAM( SELFILLUMMAP, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" ) SHADER_PARAM( UNLIT, SHADER_PARAM_TYPE_BOOL, "", "" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
if( !params[SELFILLUMTINT]->IsDefined() ) params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[UNLIT]->IsDefined() ) { params[UNLIT]->SetIntValue( 0 ); } if( !params[SELFILLUMTINT]->IsDefined() ) { params[SELFILLUMTINT]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f ); } SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); }
SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 80) return "Vortwarp_dx7"; return 0; }
SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE ); } if( params[SELFILLUMMAP]->IsDefined() ) { LoadTexture( SELFILLUMMAP ); } }
SHADER_DRAW { BlendType_t blendType = BT_BLEND; if ( params[BASETEXTURE]->IsTexture() ) { blendType = EvaluateBlendRequirements( BASETEXTURE, true ); } SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
if (params[BASETEXTURE]->IsTexture()) { SetDefaultBlendingShadowState( BASETEXTURE, true ); }
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// Set up the vertex shader index.
vortwarp_vs11_Static_Index vshIndex; vshIndex.SetUNLIT( params[UNLIT]->GetIntValue() != 0 ); vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
pShaderShadow->SetVertexShader( "vortwarp_vs11", vshIndex.GetIndex() );
int pshIndex; if( blendType == BT_BLEND ) { pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableAlphaWrites( false ); pshIndex = 1; } else { pShaderShadow->EnableAlphaWrites( true ); pshIndex = 0; }
if( params[UNLIT]->GetIntValue() != 0 ) { pshIndex |= 0x2; }
pShaderShadow->SetPixelShader( "vortwarp_ps11", pshIndex );
DefaultFog(); } DYNAMIC_STATE { if (params[BASETEXTURE]->IsTexture()) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); }
if( params[SELFILLUMMAP]->IsTexture() ) { BindTexture( SHADER_SAMPLER1, SELFILLUMMAP, -1 ); }
float warp = params[WARPPARAM]->GetFloatValue(); float t = warp; warp = CubicBezier( warp, 0.0f, 1.0f, 0.0f, 0.0f ); warp = Lerp( t, warp, 1.0f ); float warpVec[4] = { warp, warp, warp, warp }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, warpVec, 1 ); SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, ENTITYORIGIN ); SetAmbientCubeDynamicStateVertexShader(); SetModulationPixelShaderDynamicState( 3 ); EnablePixelShaderOverbright( 0, true, true ); SetPixelShaderConstant( 1, SELFILLUMTINT ); float c4[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; if( warp > 0.0f && warp < 1.0f ) { c4[3] = 0.0f; } pShaderAPI->SetPixelShaderConstant( 4, c4, 1 );
float c5[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
float curTime = pShaderAPI->CurrentTime(); float selfIllumScroll[4] = { .11f * curTime, .124 * curTime, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, selfIllumScroll, 1 );
vortwarp_vs11_Dynamic_Index vshIndex; vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); vshIndex.SetLIGHT_COMBO( 0 ); vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } END_SHADER
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